>>1961222
I've thought about that kind of thing before. I think it would take a ton of work to tune everything but there's nothing inherently unworkable about DI in traditional games.
>>1962227
well, the thing people disliked about weight and hitbox specific combos from old games is being forced to learn five different routes to combo the whole cast, and getting way better return on certain characters vs other fucking with matchups. That wouldn't really apply to DI, because every character would use it the same way
But yeah you'd absolutely need to design the entire combo game around it. I don't think you'd need to go all the way to a smash like thing or some kind of KI hardcoded RPS thing, if I were going to do it it would be kinda like air tech crossed with melty reduce, you hold a direction and tap a button in time with the hit and you wiggle a little in that direction, I think Smash calls that Smash DI if you're moving your character directly rather than just changing the launch angle. In a freeform enough combo system you could account for that on the fly, like it's already pretty common to use different combinations of air normals in an air combo to adjust relative heights, if they're too low you do j.AAAC>dj>j.BC>airthrow instead of j.BC BC etc, and different routes work at different spacings on the ground already so if they're DIing away you can do your long range confirm even if you're close.
Traditional hitstun decay and stuff would still work fine to limit combo length even if they DI like crap, but as long as you designed everything well enough and playtested the shit out of it I think it could be really cool.